YellowWarningTriangle.png This wiki is closed in favour of the new wiki. Information shown is likely to be very out of date.

Difference between revisions of "Guard Systems"

From Discovery Wiki
Jump to navigationJump to search
Line 46: Line 46:
 
*[[Das Wilde]] - [[Omega-58]], [[Omega-55]]
 
*[[Das Wilde]] - [[Omega-58]], [[Omega-55]]
 
*[[Bounty Hunters Guild (player faction)|Bounty Hunters Guild]] - [[Omega-56]]
 
*[[Bounty Hunters Guild (player faction)|Bounty Hunters Guild]] - [[Omega-56]]
*[[Zoners Trading Consortium]] - [[Omicron-74]]
+
*[[Omicroners]] - [[Omicron-74]]
 
*[[Junkers]] - [[Puerto Rico]]
 
*[[Junkers]] - [[Puerto Rico]]
 
*[[Independent Miners Guild]] - [[Tau-39]]
 
*[[Independent Miners Guild]] - [[Tau-39]]

Revision as of 12:52, 12 January 2011

Guard systems serve as a home base for player factions. They are generally restricted to players of the specific faction, and closest allies - although this restriction is only enforced by the faction itself (there are no rules against entering a guard system without the controlling faction's permission). Guard system bases and patrols are usually assigned to the guard faction of the faction owning the system. These guard factions are generally hostile to most players. Owner factions are allowed to deal with intruders in their guard systems as they see fit. General restrictions on, for instance, capital ships engaging transports do not apply, making smuggling or moving through these systems a hazardous endeavour at best. NPCs in these systems are typically heavily armed.

Liberty Factions Systems

Bretonia Factions Systems

Kusari Player Factions

Rheinland Player Factions

Hispania Player Factions

Other Player Factions